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IK Hint Fixes #9569
IK Hint Fixes #9569
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_quat2.multiply(rightFootRotation) | ||
_quat2.multiply(Q_X_90) | ||
} else { | ||
/** I don't know why flipped models don't need this foot angle applied, nor why it needs to be halved */ |
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This is likely because our flipped models happen to only ever be VRM, it would seem raw bones on natively exported VRM also use identity quaternions in bind pose, though I'm not sure why that is.
const leftFootTargetBlendWeight = AvatarIKTargetComponent.blendWeight[ikTargetLeftFoot] | ||
const rightFootTargetBlendWeight = AvatarIKTargetComponent.blendWeight[ikTargetRightFoot] | ||
if (!leftFootEntity || !rightFootEntity) return | ||
AvatarIKTargetComponent.blendWeight[leftFootEntity] = 1 |
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I assume these were left in from testing. These will cause the ik solve to always run regardless of being in an immersive session.
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oh whoops, yes
Summary
References
closes #insert number here
QA Steps